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Rick

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Everything posted by Rick

  1. @cassius Yeah, another physics bug I'm thinking. Sometimes it does that for me sometimes it doesn't :-/
  2. Myc, for the first door? There is no key for the second door but the first key is somewhere hot that you need to cool down...
  3. Decided to upload this morning. http://www.leadwerks.com/werkspace/files/file/438-dungeon-master/ Didn't have as much time as I hoped but it gets the idea out there.
  4. So keeping the secret is gone? That's fine just want to make sure I understand before I post it. My post will be later this evening for me.
  5. In debug all my sounds work perfectly! If I run the release version the sounds hardly ever work. They do sometimes work, but it's like 10% of the time. Very strange. Any ideas on this?
  6. My guess is, since I was setting the current font to my own font that I loaded, it was releasing the default font, which would cause it to get deleted, even though I pulled out the default font and stored it in a variable before I did this. The font system didn't know I did this. So by using AddRef() to the default font I stored in a local variable, it would keep it alive. I changed it to the following and it worked. Notice the AddRef() and Release() local font = context:GetFont() -- self.font is the font I load in Start() font:AddRef() context:SetFont(self.font) context:SetBlendMode(Blend.Alpha) context:DrawText(self.msg, pos.x, pos.y) context:SetBlendMode(Blend.Solid) context:SetFont(font) font:Release()
  7. I don't know how to reproduce this, but it happens all the time. I generally restart the editor to fix it. Right now I have a sound pivot that has my sound script, the one in the assets section of this site, but when I select the entity and go to the script tab in the scene editor it's showing all the properties from a completely different script. I think if you attach scripts long enough and move back and forth between entities you'll eventually notice this. Major buzz kill in the game designing flow. Interestingly enough, every entity I select, it's showing the same script properties for a script that is not attached to all these entities.
  8. It seems LE is already doing this for us, so no need. I had many lights in 1 area so camera distance wouldn't matter. I could have maybe done visibility check but that could have issues as well with light sources "popping" up when you look around. I just have to remember to not have so many in a small area. The deferred renderer will be ideal but that'll have to wait.
  9. The following Lua script when attached to a point light (haven't tested with other things) gives me the error 'Attempt to call method 'GetColor' (a nil value)'. I need to change the light on the fly. function Script:UpdateWorld() local color = self.entity:GetColor() end
  10. The Realtime Renderer keeps getting turned back off between runs. If I select it, I'd expect it to stay on until I unselect it.
  11. That worked thanks! I have to remember that.
  12. OK, yeah I wasn't counting the directional. So basically having many distant lights isn't going to work. Just tested and I see now how it works. Will have to redesign. Thanks.
  13. I have a script where I load a new font in Start(). In PostRender() it saves off the original font, sets the font to the one loaded in Start(), draws text, then sets the font back to original. However in the output window I see non stop Deleting Font...Loading Font.. over and over again. Why would it be doing that when all I'm doing is switching between fonts? local font = context:GetFont() -- self.font is the font I load in Start() context:SetFont(self.font) context:SetBlendMode(Blend.Alpha) context:DrawText(self.msg, pos.x, pos.y) context:SetBlendMode(Blend.Solid) context:SetFont(font)
  14. So are we only able to have 3 dynamic lights in an entire scene? Every time I introduce a 4th, one of my other lights stops working. I'm using all models and no csg so lightmapping lights don't seem to be an option. Am I totally screwed with this or what can I do here?
  15. Technically we could create these 2 features ourselves, but in this day and age it's much more common to have the library do it for you. If Newton doesn't have this functionality Josh could easily do it inside LE.
  16. No, and I agree they would be nice/needed. +1
  17. I'm confused because you seemed to already answer your own question. Do you mean for non Android versions? It's all the same. Always install to the default dir to avoid issues on any platform you get LE for.
  18. This seems to work on Windows anyway.
  19. I only tried on a Sounds folder I had. So I now have a Sounds.zip file that DOES NOT have the Sounds folder in it. The files that were in the Sound folder are now directly in the Sounds.zip file. If the Sounds folder was inside the zip file it didn't work.
  20. OK, got around this by just adding it to the cpp code instead of doing it in Lua. All good. It's really coming together now!
  21. Woot! Got it working. What I did, was replace each folder entirely and name the zip file what the folder name was. So if I had 5 wav files in a folder called Sounds, I went into the Sounds folder and put all the wav files into a zip file called Sounds. I then put that into the main directory. If I zipped up the actual Sounds folder it wouldn't work. if I renamed the Sounds.zip file to anything else it didn't work. So it's like the zip file becomes the folder name. What sucks is that the editor doesn't seem to read these so this seems like a step at the end. Would be nice to have this maybe automatically done in publishing if we want to save us the steps.
  22. Were you able to get even zip files without being password protected? I zipped up a Sounds folder, move the original Sounds folder out of the base dir of the game, and ran the game and it didn't work.
  23. Found another situation where I need custom collisions in Lua. Don't want to give too many details as it's for the game comp but this is increasingly becoming more important in Lua for me.
  24. Does LE3 have password protection for assets like LE2 did? Can't seem to find the commands.
  25. What it is and does in the doc would be nice also. If I have a fireplace my assumption on how this all works is: 1) I set the position of the source sound of fire crackling to be over the fire 2) I set the range to a value that I want the player to be able to hear the fire 3) I move a listener around with the player position and if the position of the listener is inside the range of the fire I'll hear it, otherwise I wont. Seems like values < 1 for SetRange() don't do anything? Also this doesn't account for walls and such it seems. Might have to approach this differently. Would be cool to have sources account for these things if possible and adjust audio volume automagically, but for now maybe I'll use a trigger system.
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